Corruptions are supposed to be very powerful skills that harm the user in exchange for being strong. However, Corruptions are actually normal skills with somewhat unnecessary cons. I’d like to see each Corruption skill have a much larger impact and a greater drawback, as well as Master of Corruption receiving changes to accommodate those buffs. Suggestions are just suggestions, but tell me what you think!
Blood is Power: This skill gives a decent amount of AoE might and a tiny amount of Bleeds to a single target. If we wanted to make this really work as a Corruption skill, it would need to be more dramatic.
Ex. Apply 10 stacks of Bleed to the target foe, and for each stack of bleed on the foe, 1 stack of AoE Might for 8s. Apply 5 Bleed for 10s to yourself. (5 Torment for 10s with MoC)
Now this skill really hurts. It is essentially a Bleed burst and a group party buff all in one with the potential to give the whole party 25 might for a short time. Of course, to atone for the massive buff to this skill’s functionality, the self-harm is now actually dangerous. I think the 30s cd (20s traited) is reasonable, but this skill will need a more noticeable cast animation to prevent it from being impossible to get around (it really would suck to miss this).
Consume Conditions: This is easily the best Corruption skill, but it could also be tuned up to regain some of the luster it lost when it was demoted to a Corruption skill. The biggest points of concern are the self-blind, the 1 1/4s cast time, and the 30s cooldown (up from 25s).
Ex. Untraited: 1s cast time, 30s cooldown. Applies 5 stacks of self-vulnerability for 8s. Heals 10% Life Force and 1% additional for each Condition (max potential 23%)
Traited: 20s cooldown. Applies 10 stacks of self-vulnerability for 8s
Taking a little bit off of the cast time should help prevent Necromancers from taking 1 more tick of condition damage before their heal is finished, which will often save us from certain death. The life force on heal certainly doesn’t hurt, and the base 10% would probably revolutionize sPvP by itself. What does hurt is more Vulnerability. In fact, the Vulnerability on this heal could diminish its effectiveness if it is not removed quickly, which makes it a fairly great drawback.
Corrosive Poison Cloud: Making this eat projectiles was great, but this skill really ought to be melting people standing inside of it to justify using it over wells.
Ex. 8 Stacks of poison for 4s every other second and 5s of Weakness every other second. Applies 8 stacks of poison to self for 6s. Traited reduces cooldown to 20 and applies 6s of Cripple.
Now this skill is dangerous enough to warrant use outside of Ranger fights. To be fair, it also would hurt quite a bit more, and the cripple on this skill when traited is actually noticeable now.
Corrupt Boon: This skill feels like the inverse of plague signet, but it is significantly weaker in its intended function, which is not very Corruption-like.
Ex. This skill now breaks stun and is instant cast. Cooldown reduced to 30s (20s traited). It can also hit foes behind the caster now. Applies 5 stacks of Poison for 10 seconds to self (additional 3 stacks of bleed for 10s if traited)
Now this skill is actually a suitable substitute for plague signet. In different scenarios, these skills turn the tables on the foe, and they break stun in a pinch. To compensate for the extreme buff to this already decent skill, it is now suitably painful to use.
Epidemic: This skill is actually hard to buff, because its effect is so situational; however, it could stand to be better in the situations it is meant for.
Ex. Reduced cast time to 1/2s. Now affects a maximum of 10 targets. Applies 5 Vulnerability for 6s (and 3 stacks of Poison for 6s when traited).
One of the biggest shortcomings of Epidemic is that it often finishes casting after the foe has expired. This is no longer the case. Also, an upgrade to 10 targets helps condition necros make an impact on zerg fights while also making it the prime garbage disposal for PvE.
Plague: When this skill was changed to a Corruption skill, it was given a penalty that would pretty much kill the Necromancer if he stayed in it for the full duration. This was an epic failure because the current purpose of Plague is to turtle, and it provides little else beyond bulk.
Ex. Withering Plague: Add Bleed, Weakness, and Vulnerability to your plague. (5 stacks 3s/3s/5 stacks for 3s)
Plague of Darkness: Add Blind, Chill, and Poison to your plague. (2s/2s/4 stacks 3s)
Plague of Pestilence: Add Cripple and Poison to your Plague. Transfers 1 condition (3s/5 stacks 3s).
Plague of Corruption: Corrupts 3 Boons and grants protection (1s+1s for each boon corrupted) 1s cd
Plague of Hysteria: Adds Fear and Torment to your Plague (1s/5 Stacks 5s) 6s cd
Plague applies 1 stack of bleeding (10s) every second (traited applies 1 stack of poison (10s) every second) to self.
Plague is no longer a meek turtle, but a killer death mode. There is once again a penalty that can cause death on plague, but plague promotes offense, rewarding the aggressive necromancer with a chance to cleanse the bleed and poison. Plague gains 2 new skills: A boon hate skill that prevents the necro from being steamrolled and a fear that can be used 3 times in the duration of Plague with 2s of room for mix ups.
Master of Corruption: This trait could stand to give a little more positivity for all the harm it brings; however, the other two curses master traits are pretty bad, so it doesn’t need a lot.
Gain 1% Life Force for each condition you apply to yourself. Removed Blind and Weakness from pool of conditions.
Basically, each Corruption skill gives 2% Life Force, and none of the Corruption skills kill dps anymore. This helps feed the life force problems of builds that choose to run all Corruptions. It also makes Corruptions more useful on builds that rely on power damage.
Restart WvW: https://forum-en.gw2archive.eu/forum/game/wuv/Clean-The-Slate/first#post6208959
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